Tie Bomber/Shuttle list.

By VanorDM, in X-Wing Squad Lists

I play on a league and what I've been doing is bringing two lists, one Rebel, one Imperial. A couple guys play only rebels, a couple play only Imperial... So what I do is pick the other side when I'm playing them.

I say all that, because this list will only face rebel lists, that means I don't need to worry about stuff like Phantoms. I prefer rebels, and have never gotten the hang of bombers. So wondering what people think of this list.

VALKYRIE SQUAD

100 points

Omicron Group Pilot , Fire-Control System, Heavy Laser Cannon, Engine upgrade

Scimitar Squadron Pilot x 3, Cluster Missiles, Seismic Charges

Edited by VanorDM

Low ps is better with bombers and you'll never get the missiles off. Take away the missiles, downgrade to gammas

That'll give you more points to work with.

downgrade to gammas

Downgrade to Gammas? Gammas are PS4 and 18 points, Scimitar are PS2 and 16 points.

Low ps is better with bombers and you'll never get the missiles off. Take away the missiles, downgrade to gammas

That'll give you more points to work with.

That's completely and utterly wrong.

The PS4 Gamma has an easier time of getting TLs. It moves after most other generic pilots which allows you to be in range for the TL. However, if you are facing a list that has Pilot skills all over 5, then it doesn't really matter. In all likely hood you will probably be facing higher pilot skill nowadays.

For you list I would think about adding Fleet officer to the shuttle if you can find a way to fit it in. Maybe drop 2 seismic. The FO will help make the cluster missile volleys a little bit more accurate for at least 2 of the Bombers. Or you can always run Jendon with title and pass at least two TLs before you get into firing range.

Low ps is better with bombers and you'll never get the missiles off. Take away the missiles, downgrade to gammas

That'll give you more points to work with.

I disagree. It just takes some flying. I've read Darkhorse's article on using 4 Tie Bombers w/ missiles and bombs. I've been working with using the bombs, which means getting in close. That same strategy could work for getting in close for Cluster Missiles, as well.

I looked up the "Rule of 11" video for X-wing. It's the idea that both sides flying straight at each other need a total of 11 spaces (including your base) to be within Range 1 to fire. Tie Bombers will go first and will need to stay out of range for as long as possible to then zip in. I found going 1 forward twice in a row is usually the best option. After that, you can zip forward 2-4 and be within range to TL. Usually, you will end up within 1-2 range from them after it's all said and done. From that point, you will be able to fire your missiles. It works rather well, actually, even with people who know it's coming.

For you list I would think about adding Fleet officer to the shuttle if you can find a way to fit it in.

It started that way, with FO on the shuttle. But I dropped him in favor of the charges. I'll have to think about it though. But on the PS thing, yeah you're right. Against most people in the league I'm playing in, PS4 might as well be PS0, since most of them are playing 2-3 named Rebel type lists.

Edited by VanorDM

Yeah. Pre-wave 4. Having PS4 actually meant something.

Hah! I am toying around with a similar list, although I have Jonus in it without the clusters instead of the third scimitar. When those clusters hit you get to reroll two dice per attack so losing your target lock to fire the **** things is not so much of an issue anymore. You also get rerolls on the HLC, if you keep Jonus close enough.

Jendon, ST-321 and weapons engineer would have been perfect, setting up target locks before you're even in range, but then a HLC would be out of the question. Here we go:

100 points

Pilots

------

Scimitar Squadron Pilot (22) x 2

TIE Bomber (16), Cluster Missiles (4), Seismic Charges (2)

Captain Jonus (24)

TIE Bomber (22), Seismic Charges (2)

Colonel Jendon (32)

Lambda-Class Shuttle (26), Weapons Engineer (3), ST-321 (3)

The problem I see with this list is that as soon as the clusters are away, you have a huge drop off in offensive capability, and Jonus's ability has become useless. Still I'm leaning toward taking a standard omicron group pilot and equipping an HLC, then slapping Wingman onto Jonus. Now you can perform two 2-turns in 2...errm turns, as long as you pull the stress off with Jonus. Gets you around quickly for another pass with the HLC. This rounds out to 98 points. Add either a FCS, so you have a target lock after you brought your space whale around, or mybe add two intelligence agents so you can get a bead on what your opponent is planning to do so you can judge when to drop your seismics. Or drop wingman and take EU for added maneuvrability.

98 points

Pilots

------

Scimitar Squadron Pilot (22) x 2

TIE Bomber (16), Cluster Missiles (4), Seismic Charges (2)

Captain Jonus (26)

TIE Bomber (22), Wingman (2), Seismic Charges (2)

Omicron Group Pilot (28)

Lambda-Class Shuttle (21), Heavy Laser Cannon (7)

I envision a game where I block fat Han's (Dash/decimator/insert your nemesis here) movement with the shuttle, drop 3 seismics on him to soften him up, do a 5-k with the scimitars to fire the clusters, aided by Jendon to facilitate the rerolls, and then cackle loudly while the falcon goes up in flames.

One can but dream...

Edited by FalseError